This is the version of Werewolf on which I cut my teeth, and on which I based a Colorado game that occured after I witnessed a terrible forest fire.

Werewolf the Apocalypse is, in brief, a great game of existential dread and perceived physical power raging against a force of corruption that is beyond any sinew or physical act. It somehow encompasses the daily struggle that we have with the darkness within us while also being about a group of super powered eco-terrotists that kill monsters and sabotage corpotate bullies.

Basically, it's a marshmallow sandwich of delicious storytelling and empowerment. If you like werewolves, the environment, or feeling good about being a literal underdog of sorts, you owe it to yourself to get this or some other iteration of the game. The general plot of this book is better than that of the Werewolf: the Forsaken version, but the new rule set will suit this story just as well (or better).

The book itself is brilliant but the quality of the scan is really poor. There are illegal copies on the internet that are higher quality im somewhat dissapointed as i didnt expect such a low quality and sometimes somewhat blury product from an official retailer. Ive rated this low since the product is specifically pdf and low quality makes it awkward to read on the pc.

Of all the games from the old World of Darkness, Werewolf is far and away my favorite. It's more conducive to group playing than Vampire because it focuses on the deeds of a pack of werewolves rather than a necessarily self-center collection of vampires. It combines raw, visceral action with esoteric head-trippery worthy of any Mage game. Werewolf even trumps Changeling for optimism and hope for a better world--for even though the Wyrm is strong and its minions legion, the Garou will fight on, and will work to make a better world, even if only because doing so weakens their enemy.

Mechanically, Werewolf can get pretty clunky, what with its "Fistful-of-Dice" approach to task resolution and the fact that there's no clear-cut way to determine whether a harder task ought to require more successes or a higher target number. You should seriously consider tinkering with the mechanics before running a game of Werewolf. I'm sure there are plenty of solutions on this "internet" thing the kids are always talking about.

Finally, It's always harder for me to read from a computer screen than a book, but this is a pretty good quality scan. Easy on the eyes, this.

Visceral, entertaining, and (if well-run) intelligent. Emphasize the animistic spirituality and the mystery. If you're going to give your players a hard target, make them work to find it; it makes ripping something to shreds with your claws all the more satisfying.

Before running W:tA, read up on horror (and the varying degrees thereof) and make use of that knowledge. Hit the depths of horror when you can, but don't be afraid to go for the occaisonal gross-out (it gets an emotional reaction, which is, after all, the point). Strategic use of a hidden can of silly string (ONCE) can bring suspension of disbelief to a whole new level.